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Introducing Enhance Frame Rate Our new frame interpolation model that converts any footage to the specs you need, including 25, 30, 48, 60 or 120 fps, as well as NTSC's 59.94 standard. Get started at the link below.

153,064 次观看 • 7 天前 •via X (Twitter)

7 条评论

Runway 的头像
Runway7 天前

Get started:

Flextor 的头像
Flextor7 天前

120 fps from one clip is pretty useful for cleanup work. curious how it handles fast hand motion.

Brian Clark 的头像
Brian Clark7 天前

This is a huuuge release. Thank you @runwayml

@alexgnewmedia 的头像
@alexgnewmedia7 天前

That is great news! Yesterday i was literally asking about some app that could do this well. :) Will surely try it.

B 的头像
B7 天前

Why does this feel so stolen?

Jafar 的头像
Jafar7 天前

Crazy

Stern - uɹǝʇS 的头像
Stern - uɹǝʇS7 天前

I legitimately truly got into the technical possibilities of this space when nvidia published their frame interpolation paper back in the day. This feels like a full circle moment. Runway research are killing it right now.

相关视频

In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 次观看 • 7 个月前